version 0.32 savegame problem with buggy mod

General discussion regarding the OpenMW project.
For technical support, please use the Support subforum.
User avatar
Zini
Posts: 5494
Joined: 06 Aug 2011, 15:16

Re: version 0.32 not working with "adv. herbalism" mod

Post by Zini » 21 Sep 2014, 08:14

Code: Select all

 short ishere to 1
Does it never end? This is obviously nonsense. I suspect vanilla MW would just ignore this line. This plugin is broken badly and that it kinda works on vanilla MW is pure chance. I am not sure how to handle this situation. I guess we could figure out a workaround that would allow OpenMW to ignore this line. But at this point it would probably easier to just fix the plugin.

@scrawl I'll have a look at that.

User avatar
raevol
Posts: 2776
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: version 0.32 not working with "adv. herbalism" mod

Post by raevol » 21 Sep 2014, 08:35

Zini wrote:I am not sure how to handle this situation.
Maybe the "best" fix would be for OpenMW to throw an error indicating that the script in the plugin is bad, and needs to be fixed? So then when OpenMW quits the user knows that the plugin is at fault?

Edit: I see that we are throwing an error indicating where the script is broken, but if it was more informative for the user, indicating which file, which plugin, etc. that might direct inquiries in the right direction?

User avatar
Zini
Posts: 5494
Joined: 06 Aug 2011, 15:16

Re: version 0.32 not working with "adv. herbalism" mod

Post by Zini » 21 Sep 2014, 09:30

We do not keep track of this information (with the exception of references). OpenMW merges all the content files into a single data storage.

User avatar
raevol
Posts: 2776
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: version 0.32 not working with "adv. herbalism" mod

Post by raevol » 21 Sep 2014, 10:22

Maybe a post-1.0 "enhancement" ? :p

User avatar
Zini
Posts: 5494
Joined: 06 Aug 2011, 15:16

Re: version 0.32 not working with "adv. herbalism" mod

Post by Zini » 21 Sep 2014, 11:46

Fix for the exception is in master. When adding local scripts, scripts that can not be added (for example because of problems with local variables) will be dropped (including an error message on cerr).


@raevol: Maybe. Not overly excited about the idea, because it require the record data structures with data of limited value.

User avatar
raevol
Posts: 2776
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: version 0.32 not working with "adv. herbalism" mod

Post by raevol » 21 Sep 2014, 19:08

Zini wrote:@raevol: Maybe. Not overly excited about the idea, because it require the record data structures with data of limited value.
True true. Was just thinking it might be a help for mod creators who have unknowingly written bad scripts that vanilla was happy with.

Tinker
Posts: 229
Joined: 06 Mar 2013, 17:35

Re: version 0.32 not working with "adv. herbalism" mod

Post by Tinker » 21 Sep 2014, 20:36

This was part of the reason a few people were suggesting earlier a wiki page of known working / not working / never going to work mods. I t would need to be updated with each release but would prevent long threads about mods that were known to be faulty.
Arch Linux - rolling release, always up to date, often partly broken.

User avatar
Zini
Posts: 5494
Joined: 06 Aug 2011, 15:16

Re: version 0.32 not working with "adv. herbalism" mod

Post by Zini » 21 Sep 2014, 20:43

I kinda see the point, but this problem should be exceptionally rare. If it is not, then we need to do something about it. And of course "never going to work" is not going to happen (if we exclude plugins that require a 3rd party binaries). All that needs to be done is a simple fix for this bloody script line and the plugin will work just fine. Might be worth trying to contact the original author (if he is still active), because this really isn't a problem specific to OpenMW. The scripts are just broken.

Tinker
Posts: 229
Joined: 06 Mar 2013, 17:35

Re: version 0.32 not working with "adv. herbalism" mod

Post by Tinker » 22 Sep 2014, 08:59

By 'never going to work' I meant the scripts that were written by modders who are no longer active and were using some esoteric code exploits in Bethesda's code that does not work in OpenMW. These will never work without a rewrite probably from scratch.
In this case I am trying to contact the author.
Arch Linux - rolling release, always up to date, often partly broken.

User avatar
Zini
Posts: 5494
Joined: 06 Aug 2011, 15:16

Re: version 0.32 not working with "adv. herbalism" mod

Post by Zini » 22 Sep 2014, 09:18

Great. I think we should make a habit out of contacting content authors when we find broken scripts. Certainly easier than to implement more and more workarounds.
By 'never going to work' I meant the scripts that were written by modders who are no longer active and were using some esoteric code exploits in Bethesda's code that does not work in OpenMW.
I am not convinced that such a thing exists. We are replicating most of the idiosyncrasies of vanilla MW rather precisely. Of course it is possible that I am just overly optimistic here.

Post Reply

Who is online

Users browsing this forum: No registered users and 7 guests